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itsdanott.bsky.social
making lofi games in custom engines using odin-lang | c99 | c++ currently working on a dark medieval stealth game
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#gamedev #indiedev

Generally I don't like being one of those "look at me and now against the trend I am" guys but I'm kinda tempted to list "no temporal AA, upscaling, or frame generation" as a feature on the store page for my next game. Just because that would be a positive feature for me as a player :P

I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine. noelberry.ca/posts/making...

The attitude we desperately need in Tech

Spent the last two days making a short little game for puls jam: danott.itch.io/puls-jam-2025

Making waves for 7drl

This thread gave me an idea for 7drl... What about a roguelike micro 4x game that can be played from micro to meta in ~1 hour?

I have made a random terrain generator and a script that attached terrain objects to the world model. #Gamedev #Placeholderart #Roguelike

Added nine slices to the C99 roguelike framework. Although I miss some of Odin's features like array and string handling, I'm still enjoying working on the framework. It's the first time for me to create a framework in a single file stb-style codebase.

I am working on a lightweight single file framework in C in preparation for this year's 7drl. This will allow easy deployment on web and desktop platforms. Currently it is not much more than a hello triangle and simple text rendering.

working on my main menus :)

Little modular bridge prefab thrown together in Quake

I am puzzled how people justify using AI for their games like “We didn’t have money for voice actors, but we really wanted voice what could we have done?” Like do you not have mouths?

I'm still working on proper collision detection & response - today I added character capsules to the engine. This will allow to replace the current sphere-based character collision.

working on character animations in my custom odin-lang game engine

A few days ago I started evaluating SDL3 and created this canvas to get an overview of the shader options for SDL_GPU. I am considering switching to SDL3 for future projects. It finally seems to be a good modern option for cross-platform graphics to replace good old OpenGL.

Some sort of dither lighting working now. Needs improvement though! Also, today I'm gonna implement an Edge detection shader so I can outline my 3d shapes! After that, I need to migrate my engine from SDL2 + OpenGL to SDL3 + GPU api. Wish me luck! #odinlang #opengl #glsl #indiedev #gamedev

Introducing Slow Roads 2.0 - procedurally-generated, scenic roads for endless driving zen. Built with @threejs.org to run in your browser - no installs, no ads, just roads. Play free at slowroads.io #threejs #webgame #javascript #procedural #webgl

Debug visualization saves the day! Spent quite a while stuck on my buggy spherecast implementation - couldn’t spot the issue. Then I added debug drawing, saw the pattern, and the fix became obvious. Lesson learned: Always visualize your debug data!

Not much to show yet while I work on collision detection and response, so in the meantime, here’s a new two-hander fresh from the arsenal!

Solo Game Developers - unite! Here's a Starter Pack (a list of accounts to follow) who have made or are making games all by themselves. Drop a reply (or DM) if you want to be added: go.bsky.app/4t6qPLW